Comentado por danielbchaves

Comentado por MiQuincy

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Comentado por special1258

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Comentado por Aerokaiser

"Tameable (Quilen)"

Wait, what?

Comentado por Optional

Do NOT break the chains on this encounter. The amount of coordination and damage is needless. Keep the dmg and the healers stacked behind the two guardians and the tank tanking them, and keep the chained people together stacked up and this fight is easy.

Comentado por Fylwind

This is an exciting fight for the tanks! The entire encounter relies primarily on the proper execution of the tanks (2 tanks on 10-player and 3 tanks on 25-player) as they must correctly juggle the adds to ensure that correct Guardian overloads.

A Guardian will gain energy when tanked near another guardian (12 yards is a surprisingly long range due to the massive hitbox that they have). One of the Guardians will be gradually petrifying the raid and the tanks must cause this Guardian to overload. If the raid is completely petrified then the raid wipes (or the bosses may reset). On the other hand, if the wrong Guardian overloads, it will inflict massive damage to the raid. In heroic difficulty, a wrong overload will essentially wipe the raid.

There is a raid warning that alerts the tanks which Guardian is petrifying the raid, and if your UI allows it you can also see the energy of all the bosses in the boss frames. Each player will get an alternate power bar that displays their petrification status that they currently have with the appropriate color (Amethyst = purple, Cobalt = blue, Jade = green, Jasper = red).

On 10-player difficulty, there are 3 Guardians. Two of them are tanked together with the third by itself, so the setup should schematically look like this:

. (Tank1) (Tank2). (Boss) (Boss) (Boss)

On 25-player difficulty, there are 4 Guardians. Two of them are tanked together with the third and fourth tanked separately by themselves, like this:

. (Tank1) (Tank2) (Tank3). (Boss) (Boss) (Boss) (Boss)

(The tanks can be anywhere in the room, so you don't have to arrange them in a specific pattern as long as the tanks are far enough from each other.)

How does one juggle the Guardians so the correct one overloads?

The rule is simple: ensure the petrifying Guardian is tanked next to a low-energy "helper" Guardian. If this "helper" Guardian is already too high on energy (50%+), swap that Guardian out for a different one. Here's an example to illustrate the concept:

. (Tank1) (Tank2). (Amet: 0%) (Jade: 0%) (Jasp: 0%)

Let's say this is the beginning of a fight and all Guardians have 0% energy. Amethyst begins to petrify the raid. Since Amethyst is already right next to another Guardian, we let him stay there for a bit. The Guardians gain energy at the same rate, so both Amethyst and Jade will hit 50% at the same time.

. (Tank1) (Tank2). (Amet: 50%) (Jade: 50%) (Jasp: 0%)

Now, while we do want Amethyst to overload, we don't want Jade to, so half-way at 50% energy we taunt swap Jade and Jasper.

. (Tank1) (Tank2). (Amet: 50%) (Jasp: 0%) (Jade: 50%)

Now we wait a couple seconds.

. (Tank1) (Tank2). (Amet: 99%) (Jasp: 49%) (Jade: 50%)

Amethyst then hits 100% and overloads, removing the Petrification debuff on the raid and resetting its energy.

. (Tank1) (Tank2). (Amet: 0%) (Jasp: 50%) (Jade: 50%)

Now either Jasper or Jade will begin petrifying. If Jasper begins to petrify, then we're lucky and won't have to swap any bosses at all since Jasper is already next to a low-energy Guardian (recall that Amethyst just reset itself to 0%). If Jade begins to petrify, then we need to bring swap Jasper and Jade again so that Jade will be right next to the low-energy Guardian (Amethyst).

. (Tank1) (Tank2). (Amet: 0%) (Jade: 50%) (Jasp: 50%)

And so on. The strategy becomes very predictable after the first overload.

One last thing -- let's return to the initial configuration:

. (Tank1) (Tank2). (Amet: 0%) (Jade: 0%) (Jasp: 0%)

What if, instead of Amethyst (or Jade, which is essentially the same situation), Jasper decides to petrify the raid? Simple, just swap Amethyst or Jade with Jasper:

. (Tank1) (Tank2). (Amet: 0%) (Jasp: 0%) (Jade: 0%)

So now Jasper will gain energy in the same manner as the above example.

Note: Alternatively, instead of "swapping" the Guardians (which involves two taunts), you can just taunt one of the bosses to the other side. This is essentially equivalent but only involves a single taunt. The advantage of this method is that there will be much less "excess" energy due to more than 2 Guardians being within 12 yards of each other. The disadvantage is that your melee DPS will have to move a lot.

Other mechanics in this encounter:

Lacerar Carne (all Guardians): The bleed effect only affects tanks and does not stack. Presumably this is to even out the tank damage.

Poça Ametista: These pools last quite a while so the tanks may have to move around to prevent crowding. When Amethyst Guardian is petrifying, they can be ignored temporarily.

Mina de Cobalto: Currently, boss mods do not warn you about them, so stay alert! When Cobalt Guardian is petrifying, you can soak them without suffering too much damage, but you will still get rooted (Magic snare). When Cobalt Guardian is not petrifying, you should use immunity or strong damage reduction CDs to clear Cobalt Mines as the damage is very high (deadly in heroic difficulty).

Correntes de Jaspe: The affect players must join up quickly or will suffer very high damage. If the Jasper Guardian is petrifying, the chains can be broken (until when the Jasper Guardian overloads). If the players remain apart, the chain will do increasing damage; this damage increase is permanent until the chain fully breaks.

Ladrilhos Energizados: In heroic difficulty, a few seconds into the fight, several Living stone Crystals will spawn at the pedestals of the respective Guardians, one for each (active) boss. Any player can interact with the Crystals to gain up to 10 stacks of Living stone; players may interact with these Crystals as many times as they wish. Once a player has the Living stone debuff, the player should run over the White Floor Tiles (on the left and right side of the room) to energize them. For every Tile energized, the entire raid gains the Energized Tiles buff. The raid should strive to light up as many Tiles as possible (at least 60) at the beginning of the fight and also immediately after Reduzir Potência (occurs at 75% and 40%) because the Berserk timer on this fight is fairly tight and the healers will need a lot of mana. Be sure to pick the correct Crystal to minimize damage taken from the debuff (use the Crystal that corresponds to the Guardian that is currently petrifying).

Comentado por Lamhirh

For those curious, the berserk timer is about 8 minutes.Found out the hard way on guild's first 25m kill, died at 8:17...

Comentado por Jimbob123

In the encounter section of this article, under "Encounter Area" at the bottom, it talks about some mechanics that I have never seen in this fight and gives information that I have not found in the dungeon journal or other sites. Is this accurate or just old information from the beta? I'm specifically talking about Ladrilhos Energizados, Ametista Vivo, Cobalto Vivo, Jade Vivo, and Jaspe Vivo. If these are live mechanics, they would really change the fight.

Comentado por Magnakilro

For hunters wanting to tame these, don't bother. Instead, head to Vale of Eternal Blossoms. There, you can find Dusty Footprints which leads to Portent (must use Flare to see him). Portent spawns randomly in one of the four colors this boss uses. Like Madexx, what you see is what you get.

Comentado por Snoipah

Remember when we were kids and wanted to jump into puddles to make big splashes and didn't associate them with death?

Curse you, Amethyst Guardian.

Comentado por jellyfinger

I have only one question.

WHO LET THE DOGS OUT?

Comentado por nickpost05

For those who are having a little difficulty getting the timing correct on this encounter, I will talk about how we were able to complete it in 10 man. The most crucial part of the encounter is the first pull. This is what can make or break the encounter for most groups, and once it is setup correctly the rest of the fight is a breeze.

After the two tanks pull (keeping two together and the third separated), you need to be ready to react. If one of the two that are pulled together light up, then it is simple. You keep them together until they have a little under 50 energy and then have the off tank taunt the glowing boss off and bring it to their position.

If the add being tanked by itself begins to glow, the off tank will need to taunt one of the two being tanked together over to the one by them. Once the boss gets there, the main tank will taunt off the glowing boss when it reaches a little over 50 energy.

If done correctly, once the swaps have been made the glowing boss and non glowing bosses being tanked together should be about 50 energy apart. This now sets you up for the remainder of the fight. From that point onward, whoever has the glowing boss needs to make sure they have two bosses on them. If the add being tanked by itself starts to glow, that tank will taunt over the boss that just blew up (the one that was glowing just before the new one became active). If the boss lights up on the side that already has two bosses next to each other, then no action needs to be taken and they can continue tanking them in the same spot that they are currently at. I have had runs where the two being tanked together lit up back to back 3-4 times in a row, making it very easy for the DPS to stay on their targets without having to rotate.

This may make the melee DPS do a little unnecessary running when the bosses are swapped, but it the easiest way I have found to complete this fight. Trying to keep one tank with two bosses at all times can get confusing especially when worrying about defensive cooldowns and other issues such as cobalt mines and amethyst pools. Also, if a tanks taunt fails or resets back while trying to swap two bosses, then it can cause ugly improper overloads causing major raid wide damage. I have found that by swapping bosses in this way makes it very rare to have a bad explosion which occurs when the non active boss detonates.

Edit: I would also like to add that tanks can create a very helpful and useful macro to aid in the swapping. Simply create a macro that will target and cast your taunt for each of the four bosses. Using icons to color code each of the 4 macro buttons will help you quickly taunt the correct boss. You can also throw in a /raid Taunting xxxxx Guardian (so the other tank doesn't try to taunt it back, although voice communication usually eliminates this problem.)

Do this for the other 3 guardians and place them in a spot that will be easy for you to access during the fight.

Comentado por lucidfox

In LFR, it is common practice to just tank the three quilen together, making the fight very easy by essentially ignoring its main mechanic. The extra overload damage is healable on this difficulty, and it beats the hassle of putting up with tanks who don't bother taunting a petrifying lone quilen and wipe the raid.

Comentado por lucidfox

LFR

Phase 1:

Main Tank: Pick the two quilen on one side.

Off Tank: Pick the one quilen on the other side.

Both Tanks: Stay together. Seriously. If your quilen turns into stone, you're too far away from the other tank. Move away from pools if necessary.

DPS: Attack something. Doesn't matter which quilen you attack, all three share the same health bar. Don't stand in pools.

Healers: Heal people. Overloads will reduce everyone to about half HP or below. Doesn't matter. Heal through it at your leisure before the next overload, no rush.

And... this is it. The non-lethal nature of overloads and other deadly abilities makes this fight a trivial tank and spank in LFR, since you don't have to swap quilen between tanks. In fact, it's not recommended to attempt to swap, because there's a high risk that your average pugger doesn't know tactics on normal. The only real danger of a wipe is if the off tank is too far away and the lone quilen powers down and petrifies the raid.

Phase 2 (occurs when boss dies):

Healers: Resurrect.

Everyone: Get gold, or sometimes loot. Wait until the queue system replaces those 5-10 people who queued for just this boss and left immediately, and proceed to the trash ahead.

Comentado por Jija

There is a simple achievement associated with this encounter. Have your whole raid summon a non-combat canine pet (Perky Pug everyone should have) before the fight starts..... and defeat the stone guardians ofc.

Comentado por Kermait

Cobalt Mine is breakable with hunters' Deterrence, so druids: get Symbiosis with your hunter m8s :) It can make easier the get more free place under the fight.

Comentado por FixManTx

I've heard people claiming there is a specific rotation each week of which guardian combo will happen on each server. I have not tracked which combos we got each week but for instance this week it's Jasper/Cobalt/Amethyst. Do any of you know if this is true or not?

Comentado por Kattonge

My guild have found a new tactic to go about this fight on 10man normal: Last wednesday we had one tank coming late for the raid so we decided to try to 9-man it while we waited so we tried the "LFR-tactic" whereas you tank all the dogs together and cleave them down but this made us get 2-3 bad overloads at the same time which oneshot the raid.So we thought we gotta make the dogs energy be on different levels so we had our druid healer use Heart of the Wild (tier 6 talent) and tank one of the dogs while the other two reached about 50 energy and then for the rest of the encounter our blood dk tanked them.This also got us a faster kill than usual due to being able to cleave 3 dogs instead of 2 because of the 90% dmg red buff on the lone dog.

Trying out odd strategies together with a couple of friends brings alot more fun to this game!

Comentado por Hairband

Oh joy, another council raid boss fight. However, I can't think of any like this fight. Unique in that regard. Most fights in this game seem to reference themselves in some way.

I wanted to just add that the Overload occurs when the boss's "Petrification Bar" has disappeared from your UI. Tanks, just hang loose until such time as a new bar comes up showing the next boss who you need to get to Overload first. and be prepared to grab the formerly Overloaded Guardian off the other tank.

Insta-wipe Event #1: All three quillen are together.Insta-wipe Event #2: Two quillen (one Petrifying and the other not) Overload at the same time.

Comentado por gbalkam

Just a quick note, since this is the first raid instance, so many players will be checking this out prior to actually doing the raid. (Currently I'm doing research on how to tank this).

This applies to warlocks who will be doing this raid. The idea, being to do as much as you can do to ensure a successful encounter.

1, Locks have a major spell they can use to ensure the success of this and in fact all raid encounters. Soul Stone. Keep an active soul stone one the TANK with the highest health pool. (*there are 6 healers, but only 2 tanks, you can make it with 4 healers alive, but not with 2 dead tanks*) Use the Glyph of soul stone. Returning a dead tank to 100% health after instant rez is an amazing benefit to the party, and has, in one instance I was in, saved a wipe. Being among the dead, I got a good view of the fight. 1 tank dead, 2nd (higher health) kept on tanking. At the end, the tank finally died, and rezzed, just as the boss died. Out of 25 players, there was 1 tank (the one rezzed) and 1 dps still alive. The glyph is more than worth any small dps loss you may suffer.

2, I don't use my glyph of ember tap. Granted, it gives 5% more healing, but applies it as a heal over time, where as, unglyphed, with 4 embers, it is like slamming back 4 health potions instantly. Basically, if an attack doesn't 1 shot you, you can heal yourself through it.

3, don't be stingy with the lock rocks (health stones). Drop them when ever the party is paused.

This info probably has a lot of classes saying DUH, ya think? But I mention it because i often see the 2nd tank without a SS, even though there is more than one lock in the group. I also like to have my ss on an action bar slot. Usually one at the side, so I can monitor the cool down at a quick glance.

Now I know this only applies to warlocks, but it is a great place to post the info, since this is the first available raid. I would suggest other players with similar tips for their class / spec also share here.

Comentado por Hugulin

The Stone Guardians are now tamable as a result of the level cap increase. I'm hoping WoW doesn't do what they did with the Slithid trio, i.e., if you tamed one, the other two would be unkillable and you'd have to leave the room to reset the fight.

Comentado por Araitik

Comentado por NeinnaWR

Tried taming/ditching them to see if I could skip the fight. BM is my offspec that I haven't played since MoP, so I died a couple times not knowing where my panic buttons where. eventually tamed/abandoned all 3, then died a few seconds later to a dot. Came back in, all 3 were there. Nope, can't skip with taming.

Comentado por Cantralian

If you had tamed this boss prior to the 18/08 maintenance you may find your tamed pet is now a drab, boring, grey-brown colour. Dismissing, resummoning, stabling do not fix it.

I abandoned mine and retamed the boss, who has thus far retained its lovely purple hue.

The other Stone Guards I'd tamed were fine, with no colour change.

Comentado por lucidfox

If, like me, you're impatient and just can't wait until level 100 to tame one of those, you can solo tame them as early as level 93 as a BM hunter. se Feign Death twice to run past the two rows of quilen trash: stopping first between the first and second group of quilen (just past the end of the stairs), and then between the second group and the bosses.

If you've done everything correctly, both uses of Feign Death will deaggro the trash and let you continue. Once you're close to the bosses, pick the one you want, pop Deterrence and cast Tame Beast! At level 93 you'll likely die, but not before finishing the taming process.

I did it in an LFR instance by queuing solo using Andarilho das Lendas Han, by the way. It didn't occur to me that 10 normal would probably be easier...

Comentado por Berrenger

Solo'd today as ilvl 689 BM hunter on 10m normal.

The three Guardians were Jade, Amethyst and Cobalt. I used a spirit bear Arcturis in Tenacious Adaptation mode.

The key was to ensure that my pet kept aggro at all time. Even though I avoided using Barragem I still had to use Fingir de Morto a couple of times to drop aggro as Redirecionar didn't seem to work. Still an easy fight, took 2m25s to complete.

Comentado por cstober2010

After gearing up a bit in Legion, I wanted to test out 25m Heroic Mogu'shan Vaults. Level 110 Fury Warrior ilvl 828. It wasn't as faceroll as I had hoped lol. You can solo this, it will just take some time.

The Stone Guard was simple. I dont think you have to worry about any mechanics, it will just take some time. They have 20mil HP combined. Just cleave until success :)

I was under the impression that raids that are two expansions below us would be considered legacy and we get a bonus to damage -- however, this is not the case. In MoP, our damage remains unchanged (compared to Legion).

Comentado por cstober2010

10m Heroic MSV -- Level 104 Windwalker Monk i728

Solo'd this boss along with the entire raid with ease. If you're lower level, just be sure to use defensives and you should be okay. At this level, most of these fights are DPS races because you do take a lot more damage than you would at 110. Generally on these fights I was peaking 350k and ending 150k. Ended at 300k on Stone Guard. WW Monks are OP...But still, 10m heroic is incredibly easy.

Guardião de Ametista

Guias

Relacionado

[Tooltips and dungeon journal reflect ability values for one encounter version. Please refer to "Effect" section on spell pages to see values for all raid sizes and difficulties.]

Petrificação de Amestista
– The Guardian attempts to turn its enemies to amethyst, reducing the Shadow damage they take by 90% but progressively slowing their movement speed. Enemies who reach 100 stacks of Petrification turn to stone and cannot move or act.